Rationale for and usefulness of the inclusion of gaming disorder in the ICD-11

Joël Billieux, Dan J. Stein, Jesus Castro-Calvo, Susumu Higushi, Daniel L. King

Research output: Contribution to journalComment/debate

Abstract

Video games are among the most popular consumer electronic products in the world. They are having a growing mass appeal both as an interactive recreational activity, in which one can engage individually or with other players, and as a passive entertainment in the form of viewership of broadcasted gaming events, including e-sports and live-streamed games (e.g., twitch.tv). Modern games offer a diverse range of unique and highly immersive experiences. Portable consoles and smart devices have promoted the ubiquity of video games by making them easily accessible almost anywhere.
Original languageEnglish
Pages (from-to)198-199
Number of pages2
JournalWorld Psychiatry
Volume20
Issue number2
DOIs
Publication statusPublished - Jun 2021

Keywords

  • gaming disorder
  • Video games
  • addictive behaviours

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